Agenda
Manicured Characters: Path-Traced Hair and Skin in AAA Games (Presented by NVIDIA)
Explore how Indiana Jones and the Great Circle uses NVIDIA’s Vulkan extensions to achieve cinematic, real-time strand-based hair (RTX Hair). This session breaks down the implementation of strand geometry into the Bounding Volume Heirarchy (BVH) using Linear Swept Sphere (LSS) primitives, alongside optimizations for shadows, reflections, and multi-bounce scattering. Additionally, we’ll demonstrate how path-traced subsurface scattering (RTX Skin) —as seen in Half-Life 2 RTX—integrates into a modern pipeline to deliver ultra-realistic skin for both gameplay and cutscenes.
Takeaway
Attendees gain a practical understanding of real-time path-traced character rendering, including integrating Linear Swept Sphere primitives into BVHs for strand-based hair. They learn production-ready hair scattering techniques and how path-traced subsurface scattering fits into modern character pipelines while balancing quality, performance, and memory.
Intended Audience
Graphics Programmers; Technical Artists